Outline on Platforms

dev-ali
Ali Sharoz 11 hours ago
parent f0592a6730
commit c182e073e2

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@ -41,7 +41,7 @@ Material:
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- _OutlineWidth: 0.05
- _QueueControl: 0
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m_Colors:

@ -0,0 +1,48 @@
using UnityEngine;
public class OutlineManager : MonoBehaviour
{
private Outliner currentOutliner;
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float minDistance = Mathf.Infinity;
Outliner closestOutliner = null;
foreach (Outliner outliner in FindObjectsOfType<Outliner>())
{
if (IsRayIntersectingRenderer(ray, outliner, out float distance) && distance < minDistance)
{
minDistance = distance;
closestOutliner = outliner;
}
}
if (closestOutliner != currentOutliner)
{
RemoveOutline();
currentOutliner = closestOutliner;
currentOutliner?.EnableOutline();
}
}
private bool IsRayIntersectingRenderer(Ray ray, Outliner outliner, out float distance)
{
distance = Mathf.Infinity;
Renderer renderer = outliner.GetRenderer();
if (renderer == null) return false;
Bounds bounds = renderer.bounds;
return bounds.IntersectRay(ray, out distance);
}
private void RemoveOutline()
{
if (currentOutliner != null)
{
currentOutliner.DisableOutline();
currentOutliner = null;
}
}
}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class OutlineRenderFeature : ScriptableRendererFeature
{
class OutlinePass : ScriptableRenderPass
{
private RenderTargetHandle tempColorTexture;
private Material outlineMaterial;
private RenderTargetIdentifier cameraTarget;
public OutlinePass(Material material)
{
outlineMaterial = material;
tempColorTexture.Init("_TemporaryColorTexture");
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.GetTemporaryRT(tempColorTexture.id, cameraTextureDescriptor); // Create temp texture
ConfigureTarget(tempColorTexture.Identifier());
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (outlineMaterial == null) return;
CommandBuffer cmd = CommandBufferPool.Get("Outline Pass");
cameraTarget = renderingData.cameraData.renderer.cameraColorTargetHandle; // ✅ Safe usage here
Blit(cmd, cameraTarget, tempColorTexture.Identifier()); // Copy to temp texture
Blit(cmd, tempColorTexture.Identifier(), cameraTarget, outlineMaterial); // Apply outline effect
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(tempColorTexture.id); // Cleanup
}
}
[SerializeField] private Material outlineMaterial;
private OutlinePass outlinePass;
public override void Create()
{
outlinePass = new OutlinePass(outlineMaterial)
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques // ✅ Executes after opaque objects
};
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (outlinePass != null)
{
renderer.EnqueuePass(outlinePass);
}
}
}

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Shader "Custom/OutlineURP"
{
Properties
{
_OutlineColor ("Outline Color", Color) = (1, 1, 0, 1)
_OutlineWidth ("Outline Width", Range(0.0, 0.05)) = 0.01
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Overlay" }
Pass
{
Name "Outline"
Tags { "LightMode"="UniversalForward" }
Cull Front // Render back faces for outline
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
float4 _OutlineColor;
float _OutlineWidth;
Varyings vert(Attributes IN)
{
Varyings OUT;
// Convert object-space normal to world-space
float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
// Convert object-space position to world-space
float3 positionWS = TransformObjectToWorld(IN.positionOS);
// Expand the model along its normals for outline effect
positionWS += normalWS * _OutlineWidth;
// Convert world-space position to clip-space
OUT.positionCS = TransformWorldToHClip(positionWS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return _OutlineColor; // Use user-defined outline color
}
ENDHLSL
}
}
}

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using UnityEngine;
public class Outliner : MonoBehaviour
{
public Material outlineMaterial; // Assign in Inspector
public float outlineWidth = 0.1f; // Customize per object
private Renderer objRenderer;
private Material[] originalMaterials;
private MaterialPropertyBlock propertyBlock;
void Start()
{
objRenderer = GetRenderer();
if (objRenderer != null)
{
originalMaterials = objRenderer.sharedMaterials;
propertyBlock = new MaterialPropertyBlock();
}
}
public void EnableOutline()
{
if (objRenderer != null && outlineMaterial != null)
{
Material[] newMaterials = new Material[originalMaterials.Length + 1];
newMaterials[0] = outlineMaterial; // Outline material at index 0
for (int i = 0; i < originalMaterials.Length; i++)
newMaterials[i + 1] = originalMaterials[i];
objRenderer.materials = newMaterials;
// Set custom outline width
objRenderer.GetPropertyBlock(propertyBlock);
propertyBlock.SetFloat("_OutlineWidth", outlineWidth);
objRenderer.SetPropertyBlock(propertyBlock);
}
}
public void DisableOutline()
{
if (objRenderer != null)
{
objRenderer.materials = originalMaterials; // Restore original materials
}
}
public Renderer GetRenderer()
{
if (TryGetComponent<MeshRenderer>(out MeshRenderer meshRenderer))
return meshRenderer;
if (TryGetComponent<SkinnedMeshRenderer>(out SkinnedMeshRenderer skinnedRenderer))
return skinnedRenderer;
return null;
}
}

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